Hello, using NRSDK 1.9.5 we noticed that when the hand stands at about 45/55 cm there is a noticeable difference (even 5 cm) between the position of the virtual hand and the real hand. Usually the virtual hand is closer to the glasses than the real hand.
This did not seem to happen in older versions of the sdk (1.8.0 for example).
Below is a picture where you can see the problem.
Photo taken using Samsung Galaxy S21 5G, but the problem also occurs on other devices.
Also tried on the sample project on the integration between NRSDK and MRTK and it occurs there as well.
Unfortunately, this problem makes hand interaction problematic and less natural, worsening the user experience. Is there any way to solve or mitigate it?
Hi, Enchaaner, accuracy is one of the things we’ve been working on, and please try this after the newest hand-tracking SDK release.
Hi, thank you for your reply.
We are using version 1.9.5, which is the latest currently available. Do you have any plans to release a new version soon?
Yep, we will release a new version of SDK next month.
I just tried the new sdk version 1.10.0, both with Unity 2020.3 and Unity 2021.3 (the latter starting from a new project).
The problem persists, there is still a significant offset between the real hand and the virtual hand, as I had shown in my first post.
Do you have any news regarding this problem?
Thank you in advance.
The V1.10.0 NRSDK improves the efficiency of the Hand Tracking function. Could you please try the hand mesh in default Hand Demo instead of MRTK sample project? And check if the offset keeps same.
I have already tried the new version 1.10.0 in an empty project without the MRTK. I tested with the “HandTracking” demo scene, without adding or modifying any scripts, using only the Nreal sdk.
The offset remained the same as in the previous version (1.9.5), I did not notice any improvement.